I'm pretty sure this is related to the Steam server maintenance. I was
getting that yesterday and today it's hit-or-miss with whether or not it
will connect. If it didn't, however, it would still go through (albeit this
was on Linux). What does your command line and steamcmd script(s) look like?
Having problems where some props that use to be solid can now be walked
through.
On Tue, Aug 27, 2013 at 11:25 PM, Alex Kowald wrote:
> The ELF header of libtcmalloc_minimal.so.4 is branded Linux(3) instead
> of SVR4(0) like the others. My server isn't affected so I can't test but I
> forced it
Having problems updating my servers. I've ran the validate command multiple
times now, and SteamCMD keeps saying it's up to date. After starting up the
server, it says it's out of date. The 'version' command shows the server as
being at 1734532 (newest is 1756932 according to the UpToDateCheck WebA
Is this on a vanilla server or do you run plugins?
On Feb 19, 2013 4:35 PM, "SneakySnow" wrote:
> I've also noticed this. However, not just this update but since a few
> updates back. I thought nothing of it because it was just one or two
> people. However now it can be up to 8 people at a time,
Any plugins on your server? Do you have any other servers on the same box?
Do they suffer from this problem?
On Tue, May 15, 2012 at 5:35 AM, Andreas Grimm wrote:
> Hi all,
>
> In two of my TF2 gameservers I saw the problem, that grenade projectiles
> fly
> trough walls.
> Video demonstration is
A simple plugin can fix that.
2011/10/21 Dusan Tomic
> Thx for trying to help. I didn't write this emails just because, i know i
> can change level with changelevel, but what if some kid finds exploit how to
> crash server. I mean, even if this command is for single player, it can be
> used in
http://forums.alliedmods.net/showthread.php?t=162922
Problem solved.
On Mon, Jul 25, 2011 at 11:46 AM, Brian wrote:
> We all knew this was coming as soon as they adopted the MMO method of mini
> transactions. At some point they will run out of good ideas but in order to
> keep the cash cow produ
It's their server, who cares what they do with it. As long as they don't
have quickplay enabled, causing people to randomly join it and then get
kicked for not being a premium user, I don't see the problem.
On Mon, Jul 4, 2011 at 4:13 AM, Emil Larsson wrote:
> A mailing list is for discussion, i
They've already said that they won't be releasing the server files early.
Just wait another hour and they should be released when the keys are sent
out.
On Mon, Jul 26, 2010 at 8:01 PM, Phillip Vector wrote:
> or stuck in a honey pot.
>
> On Mon, Jul 26, 2010 at 4:55 PM, msleeper
> wrote:
> > No
Oh, it should still be fixed. I was just giving a suggestion of how to deal
with it until it is.
Sent from my iPod
On Jun 26, 2010, at 3:21 AM, Mark Gunnett wrote:
> Indeed, he can set it to 25. But most pubber's won't. He's talking about the
> public to be exact.
>
> --
> "All programmers a
Why not just set the threshold to 25 then? I assume
the only reason that a server would have 25 slots would be for either SourceTV
or for a reserved slot, due to it making the teams uneven (13 vs 12).
Sent from my iPod
On Jun 25, 2010, at 11:27 PM, Emil Larsson wrote:
> I'd assume this is more
For the stutter issue, are you using a demo file from a previous TF2 version or
does this happen when you use a demo from the current version?
Sent from my iPod
On Jun 23, 2010, at 11:33 PM, MjrNuT wrote:
> I have been trying to track this down on timeframe. The best I can come up
> with is s
You won't be able to do that though because they're in use. The answer
is what was already suggested; stop all of the servers, run the update,
and then start them all back up.
On 1/16/2010 12:18 PM, 1nsane wrote:
> Unless you rename them.
>
> Simply renaming the bin folders to bin_old and runnin
Those are all of the necessary settings for it to work. Could you verify
the cvars on your server to make sure they're not set somewhere else?
On 1/12/2010 8:59 PM, In Hyuk Seo wrote:
> I have
>
> mp_stalemate_timelimit 240
> mp_stalemate_enable 1
> mp_match_end_at_timelimit 1
>
> in my server.cf
Pong.
Rick Payton wrote:
> did I get kicked off the list, or has it really been dead since monday?
> :(
>
> --mauirixxx
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please
> visit:
> http://list.valvesoftware.com/ma
They're not going to remove that stuff. There are functions that are
hardcoded with dates for holidays and events. With some trickery you
could make it so that your server will still run with the halloween
stuff (or other holidays) 24/7/365 even after the event has ended (not
possible with a SM
vin b er wrote:
> I attempted this crash as well on a windows 2003 server and was unable to do
> so.
>
>
> On Fri, Oct 30, 2009 at 8:23 PM, bl4nk wrote:
>
>
>> What OS is your server running on? I attempted this on Linux (going to
>> test on Windows soon
What OS is your server running on? I attempted this on Linux (going to
test on Windows soon) and was unable to recreate the crash.
Alec Sanger wrote:
> was there ever a fix to this? It's been hitting us hard today
>
> Thank you,
> Alec Sanger
>
>
>
>
>
>> Date: Fri, 30 Oct 2009 00:20:55 +0200
Could someone e-mail me how to do the exploit and I'll see if I can fix
it with a plugin.
Y Smith wrote:
> It wasn't deleted, it was just moved to a non-public forum. Hence:
>
> , you do not have permission to access this page. This could be
> due to one of several reasons:
>
>1. Your user ac
I just wrote a SourceMod plugin to combat this:
http://forums.alliedmods.net/showthread.php?t=104806
It simply removes all pipebombs owned by a player once they switch teams
to spectator. It's currently untested, but in theory it should work. If
there are any problems with the plugin, please pos
On Windows I take the easy way out and just use FireDaemon Pro.
Nevermore wrote:
> Hi list.
>
> What is the better way to launch HLDS as a service on windows?
> I am planning to host many servers in a win2003 box.
>
> Also, it will be usefull if you can give me some command line switch, or
> utili
enum TFItemQuality
{
ITEM_QUALITY_NORMAL = 0,
ITEM_QUALITY_RARITY_1,
ITEM_QUALITY_RARITY_2,
ITEM_QUALITY_UNIQUE,
ITEM_QUALITY_RARITY3,
ITEM_QUALITY_RARITY4,
ITEM_QUALITY_RARITY5,
ITEM_QUALITY_COMMUNITY,
ITEM_QUALITY_VALVE,
ITEM_QUALITY_MAX
};
Keeper wrote:
>
ve always had; Why is stopsound a cheat in the
> source engine? At least now I know a command that should have the same
> effect.
>
> Jonah Hirsch
>
>
>
> On Wed, Aug 19, 2009 at 11:06 PM, bl4nk wrote:
>
>
>> I believe that command works like "stopsound"
I believe that command works like "stopsound" does in GoldSrc.
k e wrote:
> Is there any legit reason for someone to use soundscape_flush? Our server
> auto banned a player for using this. KAC plugin banned for it for
> "attempting to crash this server". The player has appealed the ban, saying
> h
SourceMod plugin called "Survivor Upgrades":
http://forums.alliedmods.net/showthread.php?p=854630
Ook wrote:
> I ran across a server running a mod the other day that featured laser
> sights - not just the read dot, but an actual laser line from your weapon
> out to maybe 20-30 meters or so. It a
What exactly do you mean when you say you have this same problem on
Linux? Explorer doesn't exist in *nix.
Saint K. wrote:
> When did this problem start occurring?
>
> I have the same issue from this morning, on Linux thought.
>
> Saint K.
>
> -Original Message-
> From: hlds-boun...@list
What version FireDaemon are you using? I'm using the Trinity version,
and have a whole tab related to popup windows where I can easily
configure that kind of stuff.
P. Bhandal wrote:
> An alternative option is to use an AutoIt executable that will automatically
> close the dialog box. Here's the
You could also use FireDaemon to hide the window and restart the server
for you as well. It has options to handle dialog boxes as well.
P. Bhandal wrote:
> An alternative option is to use an AutoIt executable that will automatically
> close the dialog box. Here's the source:
>
> $var1=1
> While $
It looks like it might just be the failed rcon attempts or something.
The program just seems to generate a cfg file that you execute via
console, so that's about all I can think of.
Hans Vos wrote:
> Hello,
>
> I just found this video on YouTube which shows how to crash a
> Counter-Strike: Sour
Unless it's changed since I wrote my Sudden Death Melee plugin long ago,
it defaults to 0.
Yaakov Smith wrote:
> I thought it defaulted to 1?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Be
Not by default, by setting "mp_stalemate_enable" to 1.
Yaakov Smith wrote:
> "cvarlist".
>
> And if you're talking TF2, sudden death is not a mod. it happens by default
> on maps where teams are tied, such as no-one capping a stage on tc_hydro.
>
> On Tue, Jun 23, 2009 at 10:38 AM, Michael Krasno
As long as you only change entities in the map, there will be no
problems and players won't have to re-download the map. If there are any
brush changes, then people will get errors and be kicked.
Richard Eid wrote:
> Here it is:
>
> http://developer.valvesoftware.com/wiki/Patching_levels_with_lu
It seems that the "player_jarated" and "player_jarated_fade" events
don't fire server-side. They fire just fine on the client (shown by
using "net_showevents 2"), but nothing on the server.
___
To unsubscribe, edit your list preferences, or view the li
For the FAN thing, hook the player_death event and if the attacker
killed the player with a "scattergun", look at some of the netprops like
m_iEntityLevel and such. They differ for the scattergun and the FAN and
are the same each time depending on which was used.
Octo wrote:
> I run a popular 3
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
> Sent: woensdag 20 mei 2009 15:48
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Team balancer
>
> Giv
Give me a good formula to use and a description of how you want the team
balancer to work (I already wrote a simple one here:
https://forums.alliedmods.net/showthread.php?p=823288#post823288 that
scrambles the teams based on scores at the beginning of a new round) and
I'll happily make one.
Ri
I think the list would work fine if you guys just ignored the shit that
msleeper (and/or whoever else) said and moved on like mature people. Who
cares if he says something that's not 100% relevant; just ignore it, and
don't bother replying. You're just feeding the troll and adding more
useless
> Hi Bl4nk,
>
> Would you be interested in helping out on creating a team scramble for
> TF2 based on Psychostats skill? Something similar got created using
> ES(CSS).
>
> We have the brains to cook up the scramble rules on the various type of
> maps but currently lack the t
You do know that if you can't find a SM plugin, you can always post a
request in the request forum, right? I've been more active lately and
been writing requests for people who's requests spark my attention. You
can also always PM me on the AM forums for a paid request as well (not
to be greedy
Are you sure there are actually clients connected and not that the
server's just faking the amount clients connected?
Chris wrote:
> I have seen this on two servers already. The Steam server browser
> (favorites), websites, and software used for displaying HLDS server info
> and stats, shows th
With the controversy going on where the SteamIDs were being changed
around a lot, voogru brought up the point about converting your SteamIDs
to 64bit integers. With some help from him, I've made a SourceMod
extension which will allow you to do this with ease. It currently only
works on OB mods
Definitely a problem with es_tools. Make sure you have the newest
version of it in case it's just a problem with an outdated version.
Cc2iscooL wrote:
> Don't use a rcon password or block access to TCP 27015 if you have the
> access. You won't have rcon but you won't have this problem either.
>
>
The file name doesn't matter as long as .vdf is the file extension.
Making it metamod.vdf.bak or something would have worked, but just
renaming anything before the .vdf doesn't actually stop it from loading.
Alex wrote:
> i renamed the metamod.vdf to metamo.vdf
>
> did not worked
>
> i renamed i
Just to keep things organized, please keep talk about Linux problems in
the hlds_linux list.
Ben B wrote:
> srcds_run line 352: 13302 Segmentation fault $HL_CMD
>
> On Wed, Jan 28, 2009 at 6:55 PM, Jonah Hirsch wrote:
>
>
>> The cloaked spy+particle effect was a bug?
>> Aw.
>>
>> Nice u
Today for the bug fix patch, sometime later for the Scout updates.
Neil Voutt wrote:
> wow, im a little bit of a nub, i thought i read today.
>
>
>
> On Wed, Jan 28, 2009 at 1:45 PM, AnAkIn . wrote:
>
>
>> Today? lol
>>
>> Did you read the official TF2 blog? http://teamfortress.com/
>>
>> 2009
http://store.steampowered.com/news/2148/
Updates to Team Fortress 2 and Day of Defeat: Source have been released.
The updates will be applied automatically when your Steam client is
restarted. The specific changes include:
- Added a Quick List view to the serverbrowser
Darren Gordon wrote:
>
Changing the cvar works, but players don't respawn during this time.
You'll need a plugin or something to do that for you.
Robert Whelan wrote:
> I think I tried that long ago, just changing the cvar didn't work.
>
>
>
>
>
> From: Patrick Shelley
> To: Half-Life
once every hour or
> two. Respawn timer just counts down and says preparing to spawn, then
> starts counting down from 9 again. Notice it seems to be happening more
> on Badwater but have seen it on pretty much any map.
>
> bl4nk wrote:
>
>> For #1 are you running any c
For #1 are you running any class-limiting plugins? I've seen this happen
on servers where they limit classes where I try to become a class, but
it rejects me, and then the next time I'm to respawn, it keeps
restarting my respawn timer until I change my class to the one I
currently am.
[??R] Th
Wrong list to be asking about the autoupdate fix.
Arg! wrote:
> And the autoupdate fix?
>
> On Fri, Dec 12, 2008 at 12:33 PM, P. Bhandal wrote:
>
>
>> Is there any comment on the map-to-map timeout disconnect issue?
>>
>> On Thu, Dec 11, 2008 at 8:13 PM, Jason Ruymen >
>>> wrote:
>>>
I think it should be set to normal by default when you join a versus
game through the lobby, and then you can vote to change. The vote should
be displayed to all players, instead of just the four on the team that
the vote was called from.
Tom Richardson wrote:
> Hi - there were two issues Valve
To explain a bit more than Steve did, no. There was a glitch where
turning cheats off would set some cvars to improper values (smoker
tongue-miss to 15 seconds, spawn distance for zombies to greater than 10
meters, etc), and this patch fixed that (they now reset to their proper
values). Turning
Get SourceMod, and make a plugin request.
Formologic23 wrote:
> Why on earth would you lock the Versus difficulty? That is a pretty lame
> forced update in my opinion. Normal is too easy, and most of the people I
> have talked with prefer to play Versus on Advanced. So why would you LOCK
> the dif
That almost looks like a generic connection problem. The in-packets
being large seems to be justified by the choke spiking and then dropping
over and over. Is this only happening during map changes or in the
middle of the round?
Tony Paloma wrote:
> Here's a couple of screenshots from another i
If you use SourceMod, you can use this plugin:
http://forums.alliedmods.net/showthread.php?p=718773
turb0z wrote:
> Several of the community members that play on my servers are getting
> irritated that pubbers are vote kicking them even if there's really no
> reason to do it. It's a few friends p
It happens on both my Windows and Linux servers. :\
Saint K. wrote:
> I only had this behavior with windows. On Linux its all working fine.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of bl4nk
> Sent: Sunday, November 30, 2008 1
I get this as well on some of my TF2 servers. It will normally time out
for about 20 seconds right before map change and then finally it will
start to change the map. I believe I've seen it in L4D as well, but it's
nothing as bad as in TF2. In L4D it might hang for a second or two, but
no more
Yeah, but not everyone uses the server browser, and I run servers for a
community, not just a few friends. I just set up some extra servers for
the search key and left a good amount for public games.
fat_man_rocks @hotmail.com wrote:
> People will still be able to join the server directly throug
rs
who do want to use my servers (by setting their search key to mine) be
able to as well.
bl4nk wrote:
> I can't seem to find the thread where we were talking about
> sv_search_key last, so I thought I'd just make a new one.
>
> I last mentioned that the cvar didn't
I can't seem to find the thread where we were talking about
sv_search_key last, so I thought I'd just make a new one.
I last mentioned that the cvar didn't seem to work, but since then it
has been working just fine. The only thing is that my servers now seem
quite empty when I have the key set. Se
Assuming you're talking about Left 4 Dead, update l4d_full instead of
l4d_demo.
brian lyons wrote:
> I,ve been following these threads and enduring the never ending blog formats
> to sift out information. at this point I am as frustrated as all of the
> persons submitting their discontent.now a
They might have been able to join through friends or something. Does the
exclusive command block queries from those not in the group or does it
block connections?
Flubber wrote:
> Well i got at least 12 players (on our 13 servers) who are not in a
> community.
>
> Does password still blocking th
Did they ever say they fixed that? I believe their solution to a
"private" server was the whole community-exclusive thing.
Kevin Ottalini wrote:
> Erik,
> sv_password is still only partially working, I have a password on my
> test server (Win32, latest update) and players are still joining.
I'm pretty sure that unless a server is pure (without the proper
whitelist) or enforces consistency that custom models and such are fine.
Maps are different however; they're required to be the same. The server
will check if the client has the map, and if they do, check the checksum
against thei
e the problem.
>
> On Sat, Nov 15, 2008 at 12:13 PM, bl4nk <[EMAIL PROTECTED]> wrote:
>
>
>> I've had this problem a few times as well. I saw a fix posted somewhere
>> (mailing list or elsewhere, I don't remember) that involved cranking up
>> y
I've had this problem a few times as well. I saw a fix posted somewhere
(mailing list or elsewhere, I don't remember) that involved cranking up
your rates on the client.
Cc2iscooL wrote:
> Alright, there's a problem going on since two updates ago. Every time I
> reach the subway level, until I g
It somewhat works for me. I currently have 6 L4D servers running, and it
will take a few seconds before it displays one. I've never seen it
display more than one (despite 2 or 3 being empty) at a time. It will
display all of the servers eventually over time, but never more than one.
Fudgstu wro
Try sending a heartbeat after setting the key on your server. If it
works the way I think it does it's that the master servers don't know
that your server has the key set yet. I can only assume that's how the
system works.
Dustin Peacock wrote:
> Do you have sv_password in your server.cfg. I ha
hen once it's reserved the reservation lasts for negatives and it
> stays reserved even after people leave. That has been the case for me
> atleast. Unless there was some optional update that I missed?
>
> On Sat, Nov 8, 2008 at 5:08 PM, bl4nk <[EMAIL PROTECTED]> wrote:
>
>
I don't think you understand how it works. sv_unreserve only does
something if the slot is reserved for lobby connections. The slots
aren't (at least they shouldn't be) reserved until a lobby host attempts
to join your server, so having it in your server.cfg isn't a requirement.
1nsane wrote:
>
Right. There's no GUI option for it currently. You have to type it into
the client console.
Tom Leighton wrote:
> You put it on your server, and then set it on your client in your
> console or whatever.
>
> Then when you do a lobby and create the game it searches for servers
> with that key.
>
I'm not sure if all Windows servers are having the same problem that
mine were, but they're not adding the master servers to their list. I
remedied it by adding the following lines to my server.cfg:
setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011
Once I put those two lines i
I got it to work on my server. I set the cvar to 0 and ran the command
"sv_unreserve" and then we could all connect to the server I had set up.
Anthal wrote:
> Via rcon, issue a 'status'. If it shows as "hibernating" you'll need to
> restart that server. Typing 'exit' via rcon should work.
>
> A
'd get some response about the new "fuckover" tab/system for
>> server admins
>>
>> Kevin Ottalini wrote:
>>
>>> Valve is working with Eset to resolve the NOD false positive.
>>>
>>>
>>> - Original Message -
>
;d get some response about the new "fuckover" tab/system for
>> server admins
>>
>> Kevin Ottalini wrote:
>>
>>> Valve is working with Eset to resolve the NOD false positive.
>>>
>>>
>>> - Original Message -
>&g
Hmm, that makes some more sense. I'd still like to be able to have the
option to play on my servers.
Also, this gave me a bit of a shock:
http://www.joe.to/~bl4nk/imgs/l4d-ohnoes.png
Yay, false-positives (or is it?).
Andrew Armstrong wrote:
> My understanding is that the dedicated ser
Quoting the OP for this thread:
> Clients will be able to "Quick Match", "Play Online", and "Play With Friends"
> when they want to play a game.
It sounds like "Quick Match" will put you directly into a random game
(hopefully the best possible for you at the time), "Play Online" will be
a sort o
I'm pretty sure he meant that an 8 player TF2 server would use less CPU
than an 8 player L4D server. Hopefully he's NOT saying that a 8 player
L4D server would require more CPU than a 32 player TF2 server.
Tony Paloma wrote:
> If L4D uses more CPU than a TF2 server and holds substantially less p
It all depends on how Valve decided to go with their server system. If
they use SRCDS, we can put together something that will work.
[EMAIL PROTECTED] wrote:
> SM runs on everything
>
>
>
>
>
> Or atleast it better :D
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL
user's IP and can be access
> in php with a variable.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of bl4nk
> Sent: Tuesday, October 28, 2008 11:05 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: R
On client auth, have their steamid and ip shoved into a sql table. Then
have the motd redirect to another page with user browsing's ip in the
url (blah.com/motd?ip=255.255.255.255). Then it's just a simple case of
grabbing the row from the sql table using their IP to get their steamid
and then
That registry.cpp line isn't a problem; just ignore it.
Reuben Yap wrote:
> Wait, so would this be where the fault lies as to why it's crashing? Would
> this mean the devs need to issue a new update? (sorry kinda new at this, not
> even sure how to use this mailing list) :P
>
>
>
>> That's just
If you're not using the default balancing system, then there's nothing
for Valve to fix. It was most likely something wrong with the plugin
you're using.
Robert Whelan wrote:
> I tried to reproduce this today with myself and a handful of bots though I
> was balanced to the correct team each tim
iginal Message
> From: bl4nk <[EMAIL PROTECTED]>
> To: Half-Life dedicated Win32 server mailing list
> ; Half-Life dedicated Linux server mailing list
> <[EMAIL PROTECTED]>
> Sent: Thursday, October 16, 2008 7:02:10 PM
> Subject: [hlds] New Scam Website
>
>
There have been a few people from my community who have been hit by a
new phising website meant to steal Steam accounts. I've received a few
messages from random people with a link to the website, and a few
messages from people on my friends list. I posted an announcement for my
Steam group and
> You are not authorised to download this attachment.
Could we get some links that we don't have to register to see, please? :)
Eric van Beesten wrote:
> Do you guys also have problems with VAC lately? The last week our admins
> have spotted players on our server that are vac banned. I am sure tha
86 matches
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